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SERIES RULES December 2017 Eagles of France Fallen Eagles : Waterloo 1815 Rising Eagles : Austerlitz 1805 Last Eagles : Ligny 1815

Eagles of France - HEXASIM · SERIES RULES December 2017 Eagles of France Fallen Eagles: Waterloo 1815 Rising Eagles: Austerlitz 1805 Last Eagles: Ligny 1815

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Page 1: Eagles of France - HEXASIM · SERIES RULES December 2017 Eagles of France Fallen Eagles: Waterloo 1815 Rising Eagles: Austerlitz 1805 Last Eagles: Ligny 1815

SERIES RULESDecember 2017

Eagles of FranceFallen Eagles: Waterloo 1815Rising Eagles: Austerlitz 1805

Last Eagles: Ligny 1815

Page 2: Eagles of France - HEXASIM · SERIES RULES December 2017 Eagles of France Fallen Eagles: Waterloo 1815 Rising Eagles: Austerlitz 1805 Last Eagles: Ligny 1815

Eagles of France

1. GAME PRESENTATION AND SCOPEThe “Eagles of France” game system allows players to re-create Napoleonic battles at the battalion/regiment level.These rules are applicable to all games in the Eagles of France series (currently “Waterloo 1815: Fallen Eagles”, “Austerlitz 1805: Rising Eagles” and “Ligny 1815: Last Eagles”).

2. SET-UP, SPECIAL RULES AND VICTORY CONDITIONSPlease refer to the battle’s Playbook for set-up instructions, special rules and victory conditions.

3. GAME SCALEOne size point represents 100 cavalry/infantry men, or one or two guns, depending on calibre for artillery units. One turn represents one hour of real time. The map is covered with a hexagon grid, each hexagon representing approximately 200-250m across.

4. READING THESE RULESThe rules are organized in sections. See the glossary in section 6 for an explanation of terms and acronyms.Section 7 provides a detailed sequence of play introducing the main mechanics of the game. Numbers between brackets [X] refer

to rules sections. In addition, the Playbook contains a section of Battle Specific Rules. Recommendation for new players: A quick first read is required to understand the sequence of play and the game concepts. It is not necessary to remember all of the details. Refer to and re-read these rules during play. Players should also read the Battle Specific rules found in the Playbook.We recommend that you read the full example of play (see Playbook) to gain an understanding of the rules and concepts in the game.Rules in PDF format can be downloaded at www.hexasim.com.

5. COUNTER DESCRIPTIONS5.1. COMBAT UNITSThere are three categories of combat units: infantry, cavalry and artillery. [See “Unit identification chart”] for more details. Combat units belong to a formation, indicated by the top colour stripe.

Each infantry and cavalry unit is rated for:• unit size, in size points• quality factor (QF) representing morale/training rating • movement (expressed in movement points (MP), representing ability to move on the map).

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Changes from version 2.0 of rules (Austerlitz 1805) are underlined with clear grey.

TABLE OF CONTENTS1. Game presentation and scope 22. Set-up, special rules and victory conditions 23. Game scale 24. Reading these rules 25. Counter descriptions 2

5.1. Combat units 25.2. Leaders 35.3. Markers 3

6. Glossary 47. Sequence of play 4

7.1. Orders phase 57.2. First player determination phase 57.3. Activation phase 57.4. End of turn phase 6

8. Stacking 79. Lead Unit 710. Zone of control (ZOC) 811. Orders 8

11.1. Categories of orders 811.2. Independent Movement (IM) 911.3. Commanders’ special abilities 10

12. Movement 1012.1. Moving units 1012.2. ZOC and movement 11

13. Combat 1213.1. Fire combat 1213.2. Melee combat 14

14. Retreat and advance 1614.1. Retreat 1614.2. ZOC and retreat/rout 1614.3. Advance after combat 16

15. Initial rout move 1616. Rout phase 1717. Cavalry special rules 17

17.1. Counter charge 1717.2. Cavalry retreat before combat 1817.3. Cavalry pursuit 1817.4. Cavalry prepared attacks 1917.5. Cavalry Fatigue 2017.6. Emergency defence option versus cavalry 2017.7. Cavalry flanking attacks 2017.8. Cavalry attacking together with infantry 21

18. Special rules 2118.1. Tactical cards 21

19. Morale 2220. Special events 22

20.1. Fire/melee events 2220.2. Leader capture / Casualty 2220.3. Effect of flag capture 22

21. Weather 2222. Fog of war 23

22.1. Stack inspection (tactical fog of war) 2322.2. Hidden units (strategic fog of war) 23

23. Facing 24

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Eagles of France

Note: Cavalry units have the following special abilities: • EZOC (enemy zone of control) to EZOC movement [see 12.2], • counter-charge, retreat before combat, pursuit, do a prepared attack or a flank attack (see chapter 17).

Artillery units have a: • fire factor representing battery firepower, which is used for fire combat, but has no impact on melee combat,• quality factor (QF),• movement factor.

5.2. LEADERSThere are two categories of leaders: commanders and officers.

Wellington

22commander

Milhaud

9 1officer

Commanders have no formation attached to them; therefore, Commanders have no upper colour stripe identification or a formation number on the left of their counter.

33

Ney

11

Wellington

22

Buxhöwden

LW

von Blücher

Officers are leaders attached to a specific formation within an Army.Two examples: D’Erlon is the Leader of the French First corps. Mouton is the Leader of the French VI corps and detached units from the French III corps and First cavalry corps.

I

D'Erlon

1

1CI

7 Hussards

4 89

Mouton

9 1

VI 20

5 Léger a

5 57LL

III 3C

4 Chass Ch

3 87

IC 5C

11 Chass Ch

5 87

Commanders and officers are rated for their Initiative and Leadership factors.

I

D'Erlon

1 Leadership factorInitiative factor

Formation Name

Initiative factor is used to check if the Leader is activated when selected.Leadership factor is used as a bonus for both rally and QF determination.Leaders have 10 movement points (MP) and use cavalry movement cost [see 12].Officers may move when their formation is activated. Activating an officer allows units from his formation to perform various actions (fire, movement, attack etc..).Commanders may move when they are individually activated. All leaders have a Command Range of 6 Hexes for Fallen and Rising Eagles, and 8 Hexes for Last Eagles. Command Range cannot be traced through hexes occupied by enemy units (EZOCs have no effect). Command Range is checked prior to any movement by the Leader.Officers can influence and apply their leadership factor only to units of their own formation. Commanders can apply their leadership factor to any unit in their Army.Example: D’Erlon is stacked with 25 Ligne. The QF of the 25 Ligne is considered to be 8 instead of 7 thanks to D’Erlon.A unit cannot benefit from its formation’s officer and from a commander at the same time. Leadership factors are not cumulative.A Leader unit is never destroyed. If all of the units within a Leader’s formation have been eliminated, the Leader will stay in play. If the Leader has been killed/captured/wounded, the Leader counter together with the appropriate status marker will stay in play. In all cases, the Leader will remain eligible for activation.

5.3. MARKERSMarkers are used to facilitate play and remind players of the different status of their units and formations.Fired markers may have an impact on movement [see 12.1].

Activati

on

Activati

on

11 Activati

on

Activati

on

22Fired+3MP to leave

Fired+3MP to leave

LEADERCAPTURED

LEADERCAPTURED

77 00

LEADERWOUNDED

77 00

LEADERLEADER

77 00

ROUT DEMTurn

starting Turn

starting

3

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3 1HFld/Ver

6 46

1CI

7 Hussards

894

ArtIV

11 Reitende

3 67

Movement (MP)Unit size

Quality factor(QF)

brigade or division name

name of formation

unit nameformation

color stripe

Movement (MP)Fire factor

Quality factor(QF)

3 1HFld/Ver

3 35

reduced sideafter a step loss

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Eagles of France

6. GLOSSARYNote: The purpose of this glossary is to introduce key game terms and concepts. The terms are described without the details and exceptions that can be found later in the rules (all figures noted in the Glossary are rules section references).Activation: A formation must be activated in order to fire, move and engage in melee combat [see 7.3.a].Active player: The player who currently has an activated formation.Commander: Is a Leader who is not directly attached to a formation. He can be activated individually and has special abilities [see 11.3].Command Range: Is 6 hexes (Fallen Eagles/Rising Eagles) or 8 hexes (Last Eagles) for all Leaders. For range calculation, always count the last hex but never the starting hex.Counter charge: A cavalry attack by the non-active player triggered by enemy movement or an opportunity fire situation [see 17.1].DR: Rolling two dice – dice rolls, except those for Orders, are done with two dice to generate an unmodified total between 2 and 12. Rules will allow for the adding or subtracting of die roll modifiers (DRM).DRM: Dice roll modifier. It is a number to increase or decrease the DR. Favourable results for the rolling player are low, so a negative DR is beneficial and a positive DR is detrimental. All DRMs are cumulative unless otherwise noted.Eliminated: Most combat units have two steps. They start the game with their full strength side showing. A unit is eliminated when it loses both of its steps, cannot retreat or is routed and reaches its supply hex. In reality, the entire force is not destroyed, but rather the unit’s combat capability is exhausted.End of turn level: At the end of an activation or a pass, a DR is made and compared to the “End of turn level”, to check if the turn will end [see 7.3.j].Encircled: If a target hex is simultaneously attacked by units from 2 opposing sides or from 3 non-consecutive hexes, it is considered encircled during an attack [see 13.2.b -5]. EZOC / ZOC: Enemy zone of control and zone of Control. A zone of control of a combat unit encompasses the six hexes surrounding the unit. [exception: see 10]. An EZOC is the zone of control of the enemy units.Fire Combat: A unit firing its weapons over a period of time. There are three types of Fire Combat in the game and each is performed in a particular segment – Offensive Fire (in the Offensive Fire Segment), Defensive Fire (in the Defensive Fire Segment) and Opportunity Fire (in the Opportunity Fire and Counter Charge Segment) (see 13.1). Formation: A formation is a group of units which share the same upper stripe colour. IM: Independent movement. A unit uses independent movement when it is out of its officer’s Command Range, or when trying to move in a manner that is not within accordance of its formation’s current order [see 11.2].Initiative: A Leader’s characteristic, which is used for example to determine if a Leader can activate when selected [see 7.3].QF: Quality factor is a measure of combat unit effectiveness (morale, training, fatigue, weapons etc...). Higher is better [see 5.1].QFT: Quality factor test. For example, a DR to check if a combat unit may make an independent move, or will stand during combat.Leaders: There are two types of Leaders in the Game – Commanders which are part of an Army and officers which are attached to a formation within an Army.

Lead Unit: The unit in a stack which will be used to determine the stack’s QF [see 9].Leadership factor: A measure of a Leader’s ability to raise the QF of the Lead Unit in the same hex and to influence other DRs involving his leadership such as a rally attempt [see 5.2].Light Infantry: Infantry units trained for skirmish and harassment tactics. They are marked with an “L” symbol. They apply a -1 DRM to their fire combat.Melee combat: Close combat initiated by infantry or cavalry unit(s) versus adjacent enemy unit(s) [see 13.2].Officer: A formation’s Leader [see 5.2].Opportunity fire: A specific type of fire conducted by the non-active player from a hex adjacent to an attacking enemy stack. The unit conducting opportunity fire cannot itself be under attack [see 13.1.a].Order: An order which is given to a formation such as Defence or a reference hex toward which it can move [see 11].PF: Pursuit factorPursuit: A special additional combat, sometimes compulsory, that cavalry advancing after combat may perform [see 17.3].Pursuit factor: A level given for each nationality which is used to determine if the cavalry will maintain control during its pursuit [see 17.3]Rally: An attempt by a Leader to remove a rout marker from units [see 11.1.c].Retreat: A one hex move after combat to move away from the enemy [see 14].Rout (initial): A three hex move due to a QFT failed by more than 2. Place a rout marker on the units [see 15].Rout move (during rout phase): Units under a rout marker have a special phase in which they must move toward their supply hex [see 16].Size points (SiP): A measure of the number of men or guns comprising a combat unit [see 5.1].Stacking capacity: The maximum number of StPs that may occupy a single hex at one time [see 8].Stacking points (StP): An infantry size point is worth ONE StP, an artillery or cavalry size point is worth TWO StPs.Supply hex: Each army has a specific hex(es) toward which retreating/routed units will try to move.VR: Visibility range is measured in hexes. Always count the last hex but never the first hex. A unit cannot fire or spot beyond the visibility range.

7. SEQUENCE OF PLAYA turn’s sequence of play is comprised of the following phases:1/ Order phase: Each player gives or changes orders for his formations within the restrictions of the “Orders” rule [see 11].

2/ First player determination phase: Each player makes a DR to determine who is going to act first [see 7.2].

3/ Activation phase: Each player activates in turn, one formation or commander, or he may pass. Activation allows firing, moving and engaging in melee combat. At the end of each activation or pass, an end of turn DR is made.

4/ End of turn phase: Before moving to the next turn, perform special strategic movement if applicable and resolve rout movement. Victory conditions are checked if applicable.

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en *fr counter charge voir 17.2

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Eagles of France

7.1. ORDERS PHASE Issue orders: At the start of the game, each formation is given an order (a reference location to move toward or a defensive stance) by placing the formation’s order chit on the appropriate zone of the order chart. During the order phase of each turn, some order chits may be changed [see 11].

7.2. FIRST PLAYER DETERMINATION PHASEEach side makes a DR. The side obtaining the lowest DR decides which side will start with the first activation. In case of a tie, re-roll. Both sides may play strategic variant cards if applicable [see Playbook].

7.3. ACTIVATION PHASE7.3.a Formation activation segmentEach player activates, one after another, a formation’s Leader (an officer) or a commander.The player currently acting is called the active player. The active player can decide to either:

Ƿ Pass: • If the active player passes, proceed to the “End of turn check” segment [see 7.3.j]. • If both players chose “pass” twice in a row (so four passes in a row), the turn ends automatically - proceed to the “End of turn” phase [see 7.4].

Ƿ Activate an officer or a commander:No officer or commander may be activated more than twice during a turn (exceptions: 11.3 and 18.1). The same officer or commander cannot be activated twice in a row by a player (if there is no other choice, the player must pass at least once between the two activations).Officers and their formation, or commanders entering as reinforcements, must be activated in order to enter the map.Roll for officer/commander initiative (an initiative check) to confirm the activation with a DR less than or equal to the Leader’s initiative level:

• If the test is successful, place a “1” marker on the Leader for the first successful activation, or a “2” marker for the second and proceed to the next segment.• If the test fails, the active player can pass or select another Leader who must also confirm activation. A failed activation does not count toward the two activation limit (or the two consecutive activation limit) per Leader, as no new activation marker would have been placed.• If all remaining eligible leaders fail their initiative DR during this segment, the active player must pass and rolls immediately for an “End of turn check”.

For each activation confirmed by a successful initiative DR, the active player:

• Performs all eligible actions with all units of the activated officer’s formation, or performs one of the activated commander’s capabilities.• May play (both players) tactical event cards at any point of the activation if possible [see 18.1]. The non-active player can also play a tactical card if applicable.• Ends his activation when he has completed all actions for the currently activated units by making an end of turn DR check.

This sequence is repeated by both players until the end of the turn.

The turn ends when any of the following occurs:• All officers and commanders of both sides have been activated twice;• Both players decide to pass twice in a row each (so four consecutive decisions to pass);• An “End of turn” die roll triggers the end of turn [see 7.3.j].

In this case proceed to the “End of turn” phase [see 7.4] to close the turn.Example: The Allied player has just finished the activation phase for Picton. Now, it is the French player’s turn. All French leaders have been activated twice (they already have an activation “2” marker on them), except for D’Erlon, who has not been activated this turn, and Mouton and Drouot, who have each been activated once. The last French formation to be activated (before the activation of Picton for the Coalition side) was Drouot. The French player decides to attempt an activation of D’Erlon’s corps. The player rolls two dice, rolling a total of 9. D’Erlon’s initiative is 8; the initiative check result is a failure and the player must select another formation, or pass. Drouot is ineligible, as he was the last to have been successfully activated for the French side. The French player then tries to activate Mouton (initiative 9), rolling a total of 4 successfully activating Mouton for the second time this turn. An activation “2” marker is placed on Mouton and all units sharing Mouton’s formation colour are activated, and he proceeds to the offensive fire segment.

7.3.b Offensive fire segmentAll of the formation’s activated artillery & infantry units can fire at enemy units [see 13.1 and fire table].Place a “fired” marker on hexes from which units have fired. The fired marker does not move (even if the units below the marker that fired leave the hex) and remains in play until the end of the following movement segment. It costs an additional 3 MPs to leave a hex containing a fired marker. This penalty is also applied to units that move through the hex.Note: The “fired” marker movement penalty is a way to account for the time it took for the units to fire (as a fire is not a single shot but several minutes of firing), both for the units firing and also for those behind that must “wait”.

7.3.c Movement segmentAll units of the activated formation may move [see 12].In command units move first, followed by units attempting Independent Movement.

• In command movement: All units belonging to the activated formation within the Command Range of the formation’s officer (before any movement) may move up to their full MP but must comply with the formation’s order [see 11.1]. They are not obliged to stay within the Command Range of their formation’s Leader.• Out of command independent move: Units which are not within Command Range of their formation’s officer at the start of movement are “out of command”. Out of command units must undertake a QF Test (QFT) to move. Roll a DR for each stack which is out of command. If the DR is equal to or less than the lowest QF of the units of that formation in the stack, then all units of that formation in the stack may move up to half of their full MP factor (rounded up). If the DR is higher, only a one hex move is possible.• Voluntary independent move: A unit or a stack of units within Command Range that want to move in a manner that contradicts their formation’s current order, must pass a QF test in the same manner as out of command units.

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Eagles of France

Remove “fired” markers at the end of all movement.Activated units may always move at least one hex in any direction (unless into or through prohibited terrain; and units must abide by the stacking limits).

7.3.d Melee combat declaration segmentThe active player designates which enemy units/stacks will be attacked and by which adjacent attacking stack(s). Each attacking stack must contain at least one activated infantry or cavalry unit. Place a “melee declaration” counter on each attacking stack, with the counter pointing at the attacked hex. A single hex may be attacked from multiple hexes, but may be subjected to only one attack per melee combat segment. Two hexes cannot be attacked by the same unit(s) [see 13.2].

7.3.e Cavalry retreat before combat segmentStacks composed of only non-routed Cavalry/Horse Artillery and leaders may retreat before combat if attacked by a force without cavalry [see 17.2].

7.3.f Opportunity fire and counter-charge segmentAll enemy units/stacks adjacent to an enemy stack with a melee declaration marker on it AND which are NOT themselves targeted for melee combat, may perform ONE opportunity fire (for infantry and artillery) or ONE counter-charge (for cavalry units); Choose between the two if both options are available to one hex. Resolve immediately opportunity fires and counter-charges [see 13.1, 17.1]. Note: Opportunity Fire is not the same as Defensive Fire.

7.3.g Defensive fire segmentAll non-active stacks (with infantry and/or artillery) which are targeted by a melee marker may perform defensive fire against an adjacent, activated Lead Unit. A defending hex may only perform defensive fire on an attacking stack which declared melee against it. See fire rules for restrictions and resolution [see 13.1]. If all attacking hexes have been eliminated/routed/retreated by previous opportunity fire, the targeted stack may not fire at another target.

7.3.h Melee combat resolution segmentMelees are resolved in any order at the active player’s choice. In order for a declared melee combat to still be valid for a hex, the Lead Unit must survive and pass all QFTs which could have resulted from opportunity and defensive fires.Any previously declared melee combat that is still eligible to attack may be called off at the active player’s discretion.An attacking stack may change its Lead Unit if it has been reduced by opportunity or defensive fire. See melee combat resolution rules [see 13.2]. Remove all melee declaration markers at the end of the melee combat segment.

7.3.i Cavalry pursuit segmentCavalry unit(s) which have successfully advanced into the melee hex must pass a pursuit control test. Roll a DR for the Lead Unit (modified by any activated Leader in the hex). If the DR is equal to or less than the pursuit factor (PF) of the lead cavalry unit, all advancing cavalry units may execute a pursuit combat. If the DR is higher than the PF, the advancing units MUST execute a pursuit combat if possible. A pursuit combat is a new melee combat between the advancing cavalry units’ hex and one adjacent enemy hex. Place a new melee declaration marker and apply all opportunity fire and defensive fire rules prior to the new melee combat resolution. If more than one hex qualifies for a cavalry pursuit after all regular melees have been completed, resolve one pursuit at a time in the order chosen by the active player.

There is no additional pursuit after a pursuit combat regardless of the result.

7.3.j End of turn check segmentAt the end of a formation or commander activation, or if a player has passed, an “end of turn check” is made to see if another activation is possible. Two “End of turn levels” are used for each game turn. End of turn check: A DR is made by the active player to determine if the turn will end.The current game turn has two statuses: one is “starting”, the other is “finishing”.At the beginning of a turn, the status is “starting” (use the game turn marker with the “starting” side up).The first end of turn level is used when the game turn status is “starting”.If the DR is less than or equal to the current end of turn level (first end of turn level when the turn is “starting”, second end of turn level when the turn is “finishing”), the turn continues: initiative now goes to the other side, the non-active player becomes the active player and he can activate a formation/commander or decide to pass.If the DR is higher than the first end of turn level and the turn status is “starting”, the turn will continue and the other side can activate another formation BUT the game turn maker is inverted to the “finishing” side and the game turn status is now “finishing”; From now-on, only the second end of turn level will be used to determine if the turn ends. If the DR is higher than the second end of turn level and the turn status is “finishing”, the activation phase is over; proceed to the end of turn sequence.Example: At 12pm, the two end of turn levels are 10 and 9. After the first activation the French player rolls a 10. This is not higher than the first end of turn level so the activations can continue. After several activations in a row without a DR >10, one player rolls an 11. The game turn marker is flipped over to its finishing side. Activation continues and the initiative passes to the other side, but from now on, the second end of turn level is in use and the end of turn level is now the second number (9). As soon as a DR 10, 11 or 12 is rolled in the end of turn check, the game turn will end.If a player has already activated all of his formations and commanders twice, he must pass until the turn ends. The two end of turn levels are now decreased by 4* until the end of turn. The second player activates his remaining formations and commanders normally until they have all been activated twice, or he decides to pass, or the end of turn DR (taking into account a level reduced by 4*) triggers the end of turn (*: 1 in Last Eagles). See the game turn track to get the initial end of turn level applicable for each game turn.

7.4. END OF TURN PHASE7.4.a Strategic movement segmentAny officer not activated twice this turn (commander special ability does not count) can move once, together with any of his units that are within Command Range. The formation’s current orders must be observed (independent movements are not allowed). No combat unit of the formation may start, or move within 4 hexes of an enemy unit during this movement. Each side may move one eligible officer’s formation in turn, starting with the French player. If a single unit of a formation is within 4 hexes of an enemy unit, none of the formation’s units may be moved, although the officer himself may still move. Officers

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Eagles of France

that have not been activated at all this turn may only claim one strategic movement.

7.4.b Rout movement segmentBoth sides (French player first) move their routed units toward their supply hex [see Rout rules [16] and scenario instructions]. If routed units reach their supply hex they are immediately removed from the game, however they are not counted as full casualties (they will count at 50% of the victory points awarded for eliminated units).

7.4.c Final segmentCheck for possible victory condition triggers. Remove all activation markers.Check formation demoralization levels.Move the turn marker to next turn with its “starting” face up.

8. STACKINGThe number of friendly combat units which can stack in a hex depends on their stacking value. It is impossible to stack with enemy units.Each infantry unit size point is worth ONE stacking point (StP). Each artillery or cavalry unit size point is worth TWO StPs. A maximum of 30 points (StP) can stack in one hex. Exception: Regardless of the stacking limit, 2 combat units of any category from the same formation + one artillery unit from any formation can stack in a hex. Exception: Regardless of the StP total, no more than 5 combat units may stack in a hex.Leaders and markers do not count against the staking limit. They stack for free.Example: The Coalition player may stack Fld/Bre (5 StPs), Fld/Osna (6 StPs), 2 Light (4 StPs) and 5 Line (5 StPs) along with Lloyd’s battery (10 StPs) for a total of 30 StPs. The Coalition player would be able to stack 2 Neu Ldw (24 StPs), 18 Infanterie a (12 StPs) and 13 Art (12 StPs) for a total of 48 StPs because it would count as two units of the same formation stacked with an artillery unit. The French can stack 5/Gd, 6/Gd and 11/6 (two 8/7/3 artillery from the Guard and one artillery from the first corps) artillery units in the same hex, as it would qualify for 2 units from the same formation, plus one artillery unit.Stacking is checked at the end of movement and retreat/advance after combat. Thus, a unit can move or retreat through a fully stacked hex, but it may not stop in it. Stacking order: Artillery units must be placed on top of the stack (leaders may be put on top of artillery units for convenience). The first non-artillery/non-Leader unit in the stack is called the Lead Unit [see 9]. Other units may be stacked in any order. Mixing formation penalty: When infantry and/or cavalry units from different formations are stacked together and attack during melee combat, apply a +1 DRM to the combat DR. Melee against hexes that contain a mixed formation receive a -1 DRM bonus. There is no mix formation penalty for fire combat.Retreating or routed units that cannot end their movement because of stacking restrictions are allowed to retreat or rout further until they find a valid hex. Stacking and combat:No more than 20 Size points per hex can be counted for melee within one non-clear terrain hex for the defender or versus one non-clear hex for the attacker [see 13.2.a].No more than 3 Size points of artillery may fire from a non-clear terrain hex [see 13.1].

9. LEAD UNITWhen more than one combat unit is in the same hex, the owning player chooses which combat unit will “lead” the stack. This Lead Unit will take the first loss(es) under fire, and will be used to determine the stack’s quality factor (QF).Artillery units may not be selected as the Lead Unit if an infantry or cavalry unit is present in the hex. Leaders cannot be the Lead Unit. The Lead Unit must be placed at the top of the stack (leaders do not count). Whenever artillery and infantry/cavalry are stacked together, the topmost non-artillery combat unit in the stack will be considered as the Lead Unit.Leaders influence on the Lead Unit: All leaders have a leadership factor which can be used to improve the QF of the Lead Unit with which they are stacked. Officers can only improve the QF of a Lead Unit of their formation. Commanders may affect the QF of any unit of their army with which they are stacked (note: Although there are two sides, a side may have more than one army in the game). Leader influence is not cumulative, so if two leaders could influence a Lead Unit, only one can be counted. Leaders must be declared “engaged” in melee in order to affect the melee combat resolution DRM [see 13.2]The Lead Unit may be determined and changed at any time during the movement segment, offensive fire segment or after retreat and advance after combat.ANY stack may also change its Lead Unit immediately whenever the Lead Unit takes a step loss or is eliminated.Mixed cavalry and infantry penalty: When both types of units are in the same hex, the Lead Unit maximum QF of one type is limited by the other type’s maximum QF. Example: A 10 QF cavalry, 9 QF cavalry, 7 QF infantry and 6 QF infantry are stacked together. If one of the cavalry units is selected as a Lead Unit, the maximum QF of that Lead Unit will be 7. Of course the QF of the Lead Unit will be 6 if the 6 QF infantry is selected as the Lead Unit.Note: Mixing cavalry and infantry units in a hex is not prohibited, but there are disadvantages.In order to declare a melee combat, the Lead Unit must be an infantry or cavalry unit. If activated and non-activated units of the active player are together in the same hex, the order of the stack can be freely rearranged at the end of the movement phase. In order to attack an adjacent hex, the Lead Unit must belong to the activated formation. Non-activated units of the initiative player that are in the same hex are immune to defensive/opportunity fire versus activated units, except for retreat and rout result generated by these fire combats. In addition, the non-activated units do not participate in the attack, even if activated units initiate melee from the same hex, however they must share any retreat or rout results with the activated units.Note: Most of the time, the Lead Unit will be the one with the highest QF as the hex will be less prone to rout with a higher QF.

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10. ZONE OF CONTROL (ZOC)Only non-routed combat units (infantry, cavalry and artillery) have a ZOC. Leaders and game markers do not have a ZOC. A ZOC extends into the six adjacent hexes around a unit but some types of terrain may negate ZOCs.Terrain Effects on ZOCs:

• A Cavalry unit’s ZOC does not extend into a woods hex;• ZOCs do not extend into towns, fortified farms, major buildings or across woods hex sides between two woods hexes, no matter the unit type.

Examples: The 29 Ligne in hex 2629 extends its ZOC in hexes 2628, 2528 and 2529 but not in 2728 nor 2630 because of the wood hexside and not even in 2729 because of the fortified farm in Fichermont.

The 7 Hussards in hex 2532 extends its ZOC in hexes 2632, 2633, 2531, 2432 and 2433 but not in 2533 which is a woods hex (Cavalry ZOC cannot extend into a woods hex). If an infantry unit was in 2532, the ZOC would extend in 2533 as well.

ZOC Effect on Movement: ZOCs impact movement [see 12.2] and retreats [see 14.2].

11. ORDERS Orders are given by using the order chart display and the order chits. There is one order chit per formation in the game.Note: Orders simulate the aim and constraints on movement implied by the general direction given by the overall commander. The choice to attack/fire is left at the formation level.

1Order

IIOrder

IVOrder

At the beginning of the game just after setup, each player secretly selects an order (it can be a geographic objective or a defensive stance) for each of his formations. For each formation, the chosen order chit is placed face down in the appropriate box of the order display. During each order phase thereafter, each side may change a limited number of orders each turn. See the scenario instructions in the Playbook to determine how many orders can be changed each turn, for each side or army.Whenever orders are changed, the order counter chits are placed face down in order to keep the formation’s identity hidden. Order chits are revealed when:

• a unit from the formation moves more than one hex within 4 hexes of an enemy unit

OR• a unit from the formation claims a defensive stance during combat [see 11.1.b].

Each player has 5 “decoy” flag order chits which are placed at the beginning of the game, and which may be moved from one order box to another for free when orders are changed. When a revealed formation’s order chit is moved from one box to another, it may be placed face down again.

Orders do not apply to leaders, who may move freely when activated (they have 10 movement points).Orders for a formation may apply to all the combat units of that formation that are within Command Range of their officer (the other units can only use independent movement and are considered to have no orders).

11.1. CATEGORIES OF ORDERS11.1.a Geographic objective orderEach geographic order on the order chart display indicates a specific town/village or crossroad location. To issue a geographic order to a specific formation, the formation Leader must be within 15 hexes of the objective when the order is issued. If not, an intermediate objective must be selected first.The formation’s units within Command Range of their officer at the beginning of their movement can:

• Comply with the order and move automatically more than one hex. In this case, they must finish their move closer or at the same distance to the objective than when they started their movement. The distance is measured in hexes.

Exception: All units can move freely within 3 hexes of their objective. In addition, for the turn in which reinforcements enter the map, those units are always considered to be within their Leader’s Command Range

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4I

29 Ligne

6 36

22NL 1/28ON

9 47

1CI

7 Hussards

894No ZoC

No ZoC

No ZoC No ZoC

ZoCZoC

ZoC

ZoC ZoC

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• Attempt to move more than one hex without complying with the order. In this case they must attempt an independent move [see 11.2].• Move one hex only in any direction.

The formation’s units which are not within Command Range cannot apply the order, and must attempt an independent move if they wish to move more than one hex.Geographic orders have no impact on fire or combat ability. You can attack or fire all the way to the objective. Staying in place is also possible as it is not considered “moving away”.Example:

I 3

25 Ligne

10 47

The French I Corps has the order to move towards Papelotte (2925). The 25 Ligne is in hex 2624, three hexes away from its objective. Thus, it could move anywhere closer to Papelotte (and moving into hex 3026 for example is considered moving closer), or could go as far as 2922, 3023 or 2627 which are also 3 hexes away from Papelotte (no further away from the objective than its starting position). However, it must test for independent movement to finish its movement into 2525 for example, 4 hexes away from Papelotte. It could go to 2525 while moving if it finishes its moves in an eligible hex (2625, 2525, 2526 and ending in 2627, is compliant with the geographic order). In any case the 25 Ligne can go to 2623, 2523, 2524 because it would be a one hex move.

11.1.b Defence orderInfantry and artillery units from a formation with a defence order that are within Command Range cannot move more than 1 hex in any direction. In order to keep this order, they cannot declare a melee attack, but any type of fire is possible. Enemy cavalry units attacking a friendly infantry Lead Unit under a defence order do not benefit from the -1 DRM for attacking infantry and artillery in the open, and instead suffer from a +2 defence order DRM. [see “Terrain effects chart”]. Enemy artillery fire versus a hex in open terrain that contains a lead infantry unit with defence order will receive a -1 DRM bonus to its fire DR. Units outside Command Range and cavalry units even within Command Range are considered with “no orders” and must use IM. Units in defence order cannot be encircled.

Defence order forfeiture: If any infantry or artillery unit from a formation under a defence order that is within the Command Range of its formation’s Leader AND that is also within 4 hexes of an enemy unit, uses an “independent move” to move more than 1 hex, or attacks in melee combat, the entire formation immediately loses its defence order benefit, until a new defence order can be issued to that formation. Remove the formation’s order chit from the defence box and place it in the no order box. There is no defence order forfeiture if a unit receives a direct order from a Commander [see 11.3].Units or formations with “no order” may only use independent movement (IM). Units with “no orders” can fire and declare melees normally.

11.1.c Rally alternative optionThis option can be chosen instead of the current Geographic/Defence/ “no order” order status. It is an option freely exercised at the player’s discretion when the formation is activated. In this case, the current order is not applied (but the order chit remains in place for future activations). Non-routed units cannot move more than one hex nor engage in melee combat or fire combat. Under these conditions, a rally attempt may be done for all routed units from that formation on the map, even if they are not within the Command Range of their officer. The rally attempt is performed after all non-routed units of the formation have been moved. IM is prohibited. Rally procedure: A DR is made for each eligible stack (per stack, not for each unit in the stack). It affects only the activated units of the formation in the stack. Units may apply their formation Leader’s leadership bonus if they are within Command Range.Compare the DR with the QF of each eligible unit in the stack and apply any Leadership modifiers if applicable. If the DR is less than or equal to the QF of a unit, the unit is rallied and does not remain under the rout marker. The rout marker is removed if all units in the stack are rallied.See also rally with commanders [see 11.3].Automatic order change option: If during the order phase, at least two thirds of the non-eliminated units from a formation are within 3 hexes of the objective, the formation’s order can be freely converted into a defence order. This will not count toward the number of orders or the orders limitation.

11.2. INDEPENDENT MOVEMENT (IM)Independent movement is used in two situations:

Ƿ When units of the activated formation are not within the Command Range of their formation’s Leader at the beginning of the formation’s movement phase.

Ƿ When units of the activated formation, whatever the distance from the Leader, want to move more than one hex toward a hex which is not compliant with the current order of its formation.Independent moves are always executed after the movement of units that are within Command Range of their officer and that comply with the formation’s current order. If a stack within Command Range has units that wish to perform both an IM and a “compliant order” move, resolve the order compliant move first, then the remaining units may attempt an IM.For each stack containing units willing or forced to use an IM, a single QF test is undertaken. Compare the DR with the lowest QF of the units of the activated formation in the stack:

• If the DR is equal to or lower than the QF, the test is successful and all combat units from the activated formation in the stack may move up to half (rounded up) of their full MP in any direction.

en fr a b c

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• If the test is failed, all combat units from the activated formation in the stack may only move one hex in any direction.

In both cases, units from the same stack can move in different directions.

11.3. COMMANDERS’ SPECIAL ABILITIESEach commander may be activated twice per turn.

Each activated commander may use one of the following abilities per activation and then may move:

Ƿ Change any order of one formation. This is an “emergency” order change procedure in addition to the normal order change process at the beginning of each turn. The selected formation Leader must be within Command Range of the commander at the beginning of the commander’s activation. In this case, the order chit on the order display can immediately be changed for this formation. The selected formation cannot activate now, but it will use the new order during its next activation.

Ƿ Rally up to four stacks belonging to his army that are within his Command Range at the beginning of his activation. Roll a DR per stack and use the commander’s leadership factor as a DRM bonus for the rally attempt. All routed units in the stack that are part of the commander’s army are eligible to rally. Formations are not relevant here and if units from different formations are stacked together, they all benefit from the rally attempt.

Ƿ Additional free activation for a number of stacks up to the commander’s leadership factor. This is a “Direct Activation”. The selected stack(s) must be within the commander’s Command Range at the start of his activation. Units already activated twice with formation activation can be activated again through a commander’s direct activation. Units from different formations can be activated at the same time, but all penalties for mixing a formation in the same hex apply. This option can be used only ONCE per turn for each commander. This bonus activation does not count towards the two activation limit per formation and no activation marker is placed on their formation’s officer. Units activated in this way can fire, declare melee combat and move in any direction as per independent move, but they may use their full movement allowance.Example:D’Erlon’s first French corps has already been activated twice. Mouton VIth corps has not been activated. Ney is in hex (2117- La Belle Alliance) and has not been activated yet. The French player gets the initiative and chooses Ney. He rolls 7 so Ney can be activated. An activation 1 marker is placed on Ney. In 2621, the hex is composed of Mouton (VI corps officer), 10 Ligne (from VI corps) and 29 Ligne (from Ist corps). Ney decides to use his leadership factor to do a free activation of this stack. Even if the first corps has already been activated twice this turn, the 29 Ligne can fire/move/attack again and move in any direction up to its full MP (Mouton and the 10 Ligne can also). At the end of this activation, no marker is put on D’Erlon or on Mouton who can still be activated twice this turn.Commanders can be “carried” by activated units for movement, advance, retreat and rout. Commanders must be activated and declared “engaged” to modify an attack melee DRM [see 13.2b].

12. MOVEMENT12.1. MOVING UNITSAll combat units and leaders have a movement factor. The movement factor represents the maximum amount of movement points (MP) that can be expended by a particular unit in any one movement phase. Basically, a unit “expends” movement points by entering a new hex. Movement points cannot be transferred between units nor accumulated from phase to phase. See the “Terrain effects chart” for complete information on movement costs and prohibitions for a particular battle.Each unit is considered to move individually but for convenience, players can move “stacks” at the speed of the slowest unit, however the cost of terrain is calculated at the worst rate.Artillery units can cross streams only at bridges. Units can only cross rivers at bridges.Units may enter a hex occupied by an enemy Leader that is alone. In this case, the Leader risks capture and will be displaced [see 20.2].Units expend 3 additional movement points to exit hexes marked with a “Fired” marker. Basic move example:

The 28 Ligne is in 2719. It can move to 2819 for 1 MP (clear terrain) then to 2918 for 3 MPs (2 for the sunken road, 1 for the crest) for a total of 4 MPs. The 25 Ligne is in 2618. It can move to 2717, then to 2818 and to 2917 for 1 MP each, ignoring other terrain because of the road. It can then move to 2918 for 1 MP ignoring the sunken road thanks to the trail.Only units from an activated formation or units directly activated by their commander are eligible to move. Minimum move: also, when eligible to move, any unit can always move at least one hex in any direction per activation phase (unless into prohibited terrain), even if it does not have enough MPs to enter a new hex, or its current order does not allow it to move toward this particular direction.

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25 Ligne

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1I

28 Ligne

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1 MP

1 MP

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1 MP

3 MP

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Minimum move example:

95 Ligne is in 2927. It would cost it 4 MPs to move to 2827 (1 MP for clear terrain, +1 MP for the crest, +2 MPs for the stream). But even if the infantry unit only has 3 MPs, it can always move 1 hex, provided it doesn’t enter prohibited terrain.

Road move example:

The 105 Ligne is in 2510 and could normally move to 2912. But because it is using only road movement, it can move 2 hexes further on the road, provided there are no EZOCs on its way. Thus it can move as far as 3113.

Demoralized units’ movement factor is reduced by one point. If the ground condition is “mud”, all units have their movement factor reduced by one [see Weather 21]. A unit movement factor cannot be lower than 1.

12.2. ZOC AND MOVEMENT Ƿ Entering an enemy zone of control (EZOC): Leaders,

Infantry and Artillery units must stop.Horse Artillery can enter a hex in EZOC only if it can be stacked with friendly infantry or cavalry that entered the EZOC prior or at the same time. Foot artillery cannot enter EZOC during movement.Cavalry may continue movement after entering EZOC.

Ƿ Moving directly from EZOC to EZOC:Infantry and Leader units may move from EZOC to EZOC ONLY if they start their movement phase in the first EZOC, expend all their MPs and directly enter the second EZOC in an adjacent hex that is already occupied by a friendly combat unit. This move does not trigger an opportunity fire or counter charge.Cavalry units may move from EZOC to EZOC at a cost of + 3 MPs WITHOUT the presence of friendly units in the second EZOC hex entered. This movement may trigger opportunity fire in the second hex or a counter charge [see 13.1.a and 17.1] from all enemy stacks for which a cavalry unit has moved from ZOC to ZOC. Exception: as with infantry units and leaders, cavalry units may also move from EZOC to EZOC if they start their movement phase in the first EZOC, expend all their MPs and enter the second EZOC in an adjacent hex that is occupied by a friendly combat unit; this move does not trigger an opportunity fire or counter charge. Artillery units can never move from EZOC to EZOC.

Ƿ Exiting EZOC: An infantry or artillery unit starting its movement phase in an EZOC may exit EZOC to enter a hex free of EZOC and continue movement. In this case, they cannot re-enter an EZOC during the same movement phase. Cavalry units can exit an EZOC and re-enter an EZOC without penalty.Example: ZOC and movement

The 25 Ligne, starting its movement in 2923, can move into 3024 and stack with the 95 Ligne, at the cost of all its MPs. It will not trigger an opportunity fire. It could not move to 2922, because an infantry unit cannot move from EZOC to EZOC without a friendly unit in the destination hex. The 7 Hussards in hex 2924 could move to 2825 or 3025 at the cost of 4 MPs (1 MP for clear terrain + 3 MPs for an EZOC to EZOC move) and would trigger an opportunity fire from the Dutch unit in 2925. It could also move to 3024 even if there was no friendly unit in the hex, at the cost of all 4 MPs without triggering an opportunity fire as it is not moving into the same enemy’s ZOC. Finally, if there was a friendly unit in 2825, it could move there using its full movement allowance in order to avoid opportunity fire.

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4I

95 Ligne

6 36

4 MP

1I

105 Ligne

10 47

1 MP

1 MP

1 MP

1 MP

1 MP

1 MP

6 4HLdw/Lüne.

6 46

1CI

7 Hussards

894I 3

25 Ligne

10 47

4I

95 Ligne

11 47

22NL 1/28ON

9 47

Perponcher

8 0

+3MP

+3MP

Opportunity fire

Opportunity fire

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13. COMBATThere are two types of combat: Fire Combat and Melee Combat.

13.1. FIRE COMBAT Fire Combat is always optional but only artillery and infantry units may fire. (Note: In the rules, when a unit engages in Fire Combat, it is often termed as “Fire”; However in the game, this type of combat represents a period of “firing” over time). In order to fire, the firing unit must be within range and have a clear Line of Fire (LOF) to the target, if the target is not adjacent.Range: Artillery has a four hex firing range, measured from its adjacent hex, into the target hex. Infantry may only fire into adjacent hexes.

13.1.a Firing formsFiring may take three forms:

1. Offensive fire: This is a fire combat performed by activated infantry/artillery units in range of enemy units before moving. A fired marker will be placed on hexes using offensive fire.

2. Opportunity fire: Units can use opportunity fire in two cases: a) (Opportunity fire segment) if they are not targeted by a melee attack, versus adjacent activated enemy units that have declared melee combat against another friendly hex.b) (Opportunity fire during enemy movement) versus adjacent enemy cavalry that is moving from EZOC to EZOC of the same unit [see 12.2]. Fire takes places in the second hex. This does not apply to advance after combat.

3. Defensive fire by infantry/artillery units that have been targeted by a melee combat declaration marker versus their attacker(s).

Note: Fire combat includes ranged artillery fire and also fire between adjacent hexagons (for infantry or artillery) when enemy units, even if adjacent on the map, remain distant from each other. Melee combat is close combat.

13.1.b Line of Fire (LOF) determinationThe LOF of an artillery unit firing at more than one hex distance may be blocked by obstacles or slopes. If the LOF is blocked, then the artillery unit may not fire.Elevations: Depending on the battle played there may be different levels of elevation. Example: At Waterloo, there are three elevation levels.An elevation level is all terrain at a certain altitude range. In general, the lower level on the map is darker than the upper level. Between two elevation levels, there can be either a slope, a steep slope, or no slope at all. Only the slope contour of the highest and lowest elevation levels between units may affect LOF.A LOF is blocked by slope/steep slope only if the firer and the target unit(s) are not on the same elevation and either:

• The higher unit IS NOT in the hex with the slope contour• The lower unit IS in the hex with the slope contour (unless firing at an adjacent unit)

Obstacles: Any town, fortified farm, orchard, woods hexes and combat unit(s) in between the firer and the target block LOF. LOF is judged from the centre of the firing hex to the center of the targeted hex. Obstacles in the firing hex or in the targeted hex do not block the LOF (but obstacles in the targeted hex provide protection from fire, [see “Terrain effect chart”]). LOF can be traced along the hexside of blocking terrain. Obstacles affect the entire hex (do not

take into consideration the actual drawing of the obstacle when tracing LOF).Obstacles which are at an elevation level below both the target and the firer are not taken into consideration.Example: If the firer is on level 1, the obstacle level 0, and the target on level 1, the obstacle does not block fire.If there is no obstacle present, a firer may always fire at a target at the same elevation within range.

13.1.c Fire combat resolution procedureProcedure:Each stack fires as a single unit with all stacked units combining their fire capacity. If more than one hex is firing at a single target during any segment, consider all the firing hexes as one single fire group (use the worst range DRM for artillery if applicable). A target cannot be fired at more than once per fire segment as long as it remains in the same hex. Firing units are never harmed by fire resolution. Only one fire is allowed from one hex during any segment (unless it is opportunity fire versus moving cavalry).Place a fired marker on each hex that has fired during an offensive fire segment.If infantry units are firing, use the infantry fire column on the fire table. If artillery is firing, use the artillery column. Artillery fire and infantry Fire are not combined, even if from different hexes. Example: 12 SiPs of infantry are stacked with 3 SiPs of artillery. They are firing at an enemy stack. As the firing stack has artillery, only artillery points are used for fire resolutionNote: In general, infantry fire is not adding a lot to the statistical effect of short ranged artillery fire at this scale. This is why infantry points seem “wasted” in this case and are not combined in determining firing strength from an adjacent hex. However, in the following melee, the infantry will be quite important.Applicable DRM:There is a +1 DRM penalty for less than 4 infantry points or 4 artillery points firing at a hex and -1 DRM advantage for each 10 SiPs of artillery firing at the same time [see “Fire table”]. Note: No more than a -2 DRM may be generated with over 20 SiPs of firing artillery.Artillery units firing at an adjacent target, apply a -1 DRM. Artillery units firing from 3 or 4 hexes away apply a +1DRM.If the lead infantry unit is a light infantry type and the infantry fire table is used, the DR gets a -1 DRM bonus.All DRMs are listed on the “fire table”. [See also the “Terrain effect chart” for terrain effects applicable to fire combat.]Note that the maximum terrain related DRM for defensive fire or opportunity fire is +1.There are 3 exceptions to the limit of one fire per hex per segment:

Exception 1: Opportunity fire versus cavalry moving from EZOC to EZOC is “free” and does not count against the limit of one fire per segment.

Exception 2: For defensive fire ONLY, a hex containing both infantry and artillery units can fire at separate hexes with its infantry firing at one hex and its artillery firing at another hex (the two targeted hexes must have declared melee on that same firer). Both fires have a +1 DRM in this case with one fire using the infantry table (counting all infantry factors) and another one using the artillery table (counting all artillery factors).

Exception 3: For defensive fire ONLY, a stack with more than one artillery unit can fire at two hexes with a +1 DRM. The two targeted hexes must have declared melee on that same firer. Apply the total artillery strength to both target hexes with a +1 DRM.

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All DRMs are cumulative.

13.1.d Fire resultFire results are provided by the Fire Table.Step loss(es): Step losses are automatically allocated to the Lead Unit. If the Lead Unit is eliminated by one step loss and a second step loss must be taken, allocate this step freely among the units within the hex (infantry or cavalry units must be chosen before artillery units). Apply step loss(es) only after checking for any required QFT (quality factor test).Quality Factor Test: QFT (QFT, QFT1, QFT2): Only the Lead

Unit must pass the quality factor test. QFT1/QFT2 are QFT DR with +1/+2 DR modifiers.A QF test is successful if the DR is lower than or equal to the QF of the tested Lead Unit.

• If the QF succeeds, there is no additional effect from this fire.• If the QF test fails by 2 or less:

a) For opportunity fire against cavalry moving from EZOC to EZOC: The cavalry unit(s) return to the first hex and stop movement.

b) For all other type of fires: If the target hex is adjacent to

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Line of fire example

A can fire at hex 1 because you can always fire into an adjacent hex.A cannot fire at hex 2 because it is behind an obstacle (a combat unit which is not below both the firer and the target) and because 2 is a target just behind a slope.A cannot fire into hex 3 because the target is just behind a slope and not adjacent.A can fire into hex 4 because the target is just behind an elevation change which is not a slope.A cannot fire into 5 because the target is just behind a slope.A cannot fire into hex 11 because A is not just behind the slope feature of the highest elevation (which was the case in the five previous examples).

B can fire at hex 6 because the intervening combat unit is at a level below BOTH the firer’s and the target’s hex. B can fire at hex 7 because the LOF is traced just along the village

hex.B can fire into 8 (despite a slope adjacent to target) because B is

adjacent to target.B cannot fire into 9 because there is an obstacle (forest) in front of

the target which is not below both target and firer.B cannot fire into 10 because the target is not adjacent to the

highest elevation slope.

RC Hpl

10 Cuir

3 610

Web5C

Art

4 66

Ouv5C

Dr Kharkov

5 78

1

2

34

5

6

9

7

10

11

B

ARC Hpl

10 Cuir

3 610

Ouv5C

Dr Kharkov

5 78

8

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enemy combat units, all units in the hex unit MUST retreat ONE hex unless one combat unit (Lead Unit first) chooses to lose an additional step. If the fired upon stack had declared a melee combat, then the stack will not be able to execute it in the following melee combat segment. If the target unit is not adjacent to enemy units there is no effect.

• If the QF test fails by more than 2: The Lead Unit and all other units in the hex are routed and are immediately moved three hexes toward their supply hex; this is an “Initial Rout” [see 15]. To be eligible to engage in melee combat after opportunity/defensive fire, the original Lead Unit must survive (it can lose one step and survive) and pass any required test. Note: An artillery unit cannot be used as Lead Unit as long as an infantry or cavalry unit is in the hex.An unmodified DR of 12 is always a rout for the entire stack and an unmodified DR of 2 is always a success. Leaders can help improve the QF of the Lead Unit that is performing a QFT per section 5.

13.1.e Special rules for artillery losses:If a stack routs, every artillery unit in the stack immediately loses one additional step each if they are still with one accompanying infantry or cavalry unit, or not adjacent to an enemy stack. If only artillery units are in a hex and rout while adjacent to enemy combat units, they are automatically eliminated. Artillery is considered “alone” if their accompanying infantry/cavalry unit(s) have just been eliminated. Fire combat resolution examples:A stack containing 2 infantry units (the Lead Unit has a QF of 6) and an artillery unit are fired upon and the result is QFT1 and 1 step loss. Thus, the Lead Unit makes a QFT against a QF of 6. The defender rolls the dice and gets an 8+1 for QFT1=9. The Lead Unit is routed and takes a step loss. In this case, the entire stack must do an initial rout move (or is destroyed if initial rout movement is impossible) and the artillery unit loses one step (for routing artillery). If a 7 had been rolled, the QFT missed would have only called for an optional retreat if

the stack was not adjacent to the enemy or a retreat (or step loss from the lead to cancel retreat) if the stack was adjacent to the enemy.Another stack adjacent to the enemy containing 2 reduced infantry units (Lead Unit has a QF of 6) and an artillery unit (QF of 7) are fired upon and the result is 2 steps losses and a QFT 2. The Lead Unit rolls for a QFT2 and gets an 8+2=10. This is a rout as its QF is 6. Then, the steps losses eliminate both infantry units (the artillery cannot be chosen for the second step, as there is a remaining infantry unit in the hex). Alone in the hex, the artillery must now rout. Because the artillery unit is now alone in the hex and adjacent to the enemy, the rout eliminates the artillery unit.

13.2. MELEE COMBATMelee combat simulates close combat between adjacent enemy units.

Meleecombat

During the melee combat declaration segment, the active player designates which enemy units/stacks will be attacked. Each attacking stack must contain at least one activated infantry or cavalry Lead Unit. Place a “melee declaration” counter on each attacking stack(s) pointing at the attacked hex. Several stacks can attack a single defending hex, but a single stack may attack only ONE hex (no split attacks).

Units stacked with routed unit(s) may not declare a melee attack.

Only activated units of the phasing player may attack in melee combat. If one activated unit attacks from one hex, then all other activated units in that hex must participate in the attack.Non-activated units may not contribute to a melee attack, even if they are in the same hex as activated units which have declared a melee attack. The non-activated units are not affected by any opportunity/defensive fire or melee result, except for counter charges against that hex, and retreat and rout results which

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Fire examples: Ƿ A stack containing 2 infantry units and a 3 SP artillery unit

is firing upon an adjacent enemy. As there is an artillery unit in the stack, the firer will use the artillery fire table. The player rolls 2 dice and gets a 6. Then, the player adds 1 to the result because the artillery unit only has 3 SPs. But as the enemy is adjacent, the player reduces the DRM by 1. Therefore the final result is a 6, which on the artillery fire table is a QFT.

Ƿ 4 artillery units (7 SP, 7 SP, 10 SP and 9 SP) fire on Hougoumont from four different adjacent hexes. All units are adjacent to the fortified farm and must combine into one fire resolution. The player rolls and gets 5. The roll is then reduced by 2 because 33 points are firing (-1 per every 10 SPs of artillery firing, limited to a max of -2) and by 1 because all of the artillery units firing are adjacent to the target. Then, the player adds 3 because of the fortified farm terrain effect, for a total DRM of 0. The final result is a 5, which is a QFT and 1 step loss.

Ƿ 3 infantry units are stacked together, the lead unit being a light unit with 6 SPs; they fire upon an adjacent infantry unit on a higher elevation. The player rolls the dice on the infantry fire table and gets a 5. He reduces the result by 1 because of the light unit, but then he adds 1 for the slope, for a final result of 5, which is a QFT.

Example of defensive fire option:

2 stacks of Picton’s 5th Division are in 2719 and 2619. They attack a French stack in 2620. The French stack is composed of 2 infantry units (1 line and 1 light) and 1 artillery unit. The French player decides to use the defensive fire option to fire on one hex with infantry and the other hex with artillery. He chooses to fire on Picton with his artillery and on the second stack with his infantry. Both fires will receive a +1 penalty to the DR in addition to other modifiers. If the French player had decided to fire at only one attacking hex, the French would have used the artillery fire table with no die roll modifier penalty, resulting in a final DRM of -1 for firing at an adjacent target with artillery.

5Picton

8 1

5Picton

8 1

5Picton

8 1

5Picton

8 1

5Rogers

5 37

5Rogers

5 37

5Rogers

5 37

5Rogers

5 37 I 4

9/6

4 37

I 4

9/6

4 37

I 4

9/6

4 37

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they must follow along with the activated units in their hex that participated in the attack. If non-activated infantry or cavalry unit(s) are present in an attacking hex, the melee combat will apply an additional +1 DRM for a mixed formation [see “Melee table”].

All defending units in a hex must participate in the defence. Each hex may be attacked in melee only ONCE per activation phase.

After the defensive and opportunity fire segments, stacks with a melee declaration marker and with a Lead Unit which has not been retreated/routed/eliminated or failed a QFT, are eligible to attack. Note, a Lead Unit that has taken a step loss, but passed a QFT, is still eligible to attack (and as it has taken a step loss, it can be replaced with another activated unit which would become the new Lead Unit for the attack).Example: The French 54 and 55 Ligne declare an attack on a British hex. During the defensive fire, the result is QFT and 1 step loss. The 54 is the Lead Unit. It rolls 7 and passes the QFT. The 54 then loses one step. The stack is still eligible for melee combat. Losing a step is an event which allows a change of the Lead Unit, and so the French player decides to take the 55 as the Lead Unit for the coming melee combat. If the defensive fire result would have been a QFT 2 and a 2 steps loss, the 54 would have been required to pass a QFT 2 test and whatever the result, would have been eliminated (the QFT 2 test would have determined if the 55 would stay, retreat or rout). The 55 would have become the de facto Lead Unit, but as the Lead Unit was eliminated, this hex would not be eligible to execute the attack.Melee combat declaration may be called off after the defensive and opportunity fire segments at the attacking player’s discretion. Note: Taking defensive fire is enough to “soak-off” one enemy hex fire capacity.

13.2.a Combat odds determination (relative size)Each player adds up the SiPs of all infantry and cavalry units involved. This will be used to determine the DRM for relative size.Artillery factors are never counted in melee combat unless only artillery units are present in the hex, in which case they have a combined 1 melee combat factor.

13.2.b Combat resolutionMelee combat is resolved by rolling two dice modified by the applicable DRM and applying the result according to the Melee table.The final DRM is a total of the following:

1. DRM for Terrain effect [see “Terrain effects chart” for rules].Cavalry lead units do not receive any terrain benefits when defending in a town, major building, fortified farm or castle hex.

2. DRM for quality factor differential: Defender QF – Attacker QF. Use the Lead Unit of the defending hex and one of the lead units of the attacking stacks (if more than one) at owner’s choice. Leaders that are declared “engaged in melee” can modify the QF of lead units they are stacked with [see 5.2]; the attacker declares Leader engagement first.

3. DRM for relative size: Attacker to defender SiP ratio (do not count artillery SiPs unless alone in the hex). Round down the ratio in the defender’s favour. Odds above 5/1 are considered 5/1, odds below 1/7 are 1/7 [See section 8 for limitation on size in non clear terrain].

5/1 4/1 3/1 2/1 3/2 1/1 2/3 1/2 1/3 1/5 1/7DRM -5 -4 -3 -2 -1 0 +1 +2 +3 +5 +7

4. Attack versus a stack containing at least one routed unit: -2 DRM.

5. Encircled defender: -2 DRM. The target hex is simultaneously attacked by units from 2 opposing sides or from 3 non-consecutive hexes. Not applicable if the defender is in a fortified farm, major building, town or has a defence order.

6. Attack with demoralized units: +1 DRM.7. Mixed formation penalty: +1 DRM for attacker, -1 DRM

versus defenders (artillery units do not count for mixing formation).

8. Cavalry unprepared attack: +2 DRM.9. Defending cavalry is fatigued: -2 DRM.

Add modifiers from 1 to 9 to get final melee DRM.

After all DRMs are computed the final net DRM cannot be lower than -5 or higher than +5.

13.2.c Melee resultMelee results are provided by the Melee TableAn “R” result indicates that ALL units (including artillery) in ONE stack will lose one step each. Apply this result ONLY AFTER a possible QFT check.There is always one defending stack but there can be multiple attacking stacks. If there is more than one attacking stack, the defending player may choose which one of the attacker’s stacks will take the “R” result. Remember that in attacking stacks, non-activated units are immune from “R” results.A QFT, QFT1, QFT2 result indicates that the affected side must take a QF test with 0, +1 or +2 DRM. Roll one DR per affected stack, which will apply to all of the units in the hex (one defending hex and/or all attacking hexes).An unmodified DR of 12 is always a rout for the entire stack and an unmodified DR of 2 always a success. If the combat result calls for a test for both sides, the defenders must test and apply any results first.

The Lead Unit of each stack is checked (all attacking stacks should check with their own Lead Unit):

• If the unit passes the test: no effect.• If it fails by 2 or less: the stack must retreat ONE hex unless the Lead Unit decides to take an additional one step loss. • If it fails by more than 2: the whole stack executes an initial rout. Artillery units lose one step each in addition to the combat result or are eliminated if there is only artillery units left in the hex, after losses have been applied.

Direct elimination case: If a defending stack not in defence order is attacked in clear terrain AND the modified DR is negative, the melee combat result is an automatic elimination of all defending units (defending leaders would still roll normally for capture [see 20.2]).Example: A stack with both Artillery (with 2 steps) and infantry takes a QFT1+R result. The QFT1 generates a rout. All of the artillery is destroyed because they lose one step for the rout and one step for the “R”.

Example:

A stack with two artillery units alone in a hex is attacked. The QFT result generates a rout. All artillery units are eliminated.

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Example:

The three stacks of D’Erlon’s units declare melee combat against la Haye Sainte. The three stacks will thus combine their infantry SiPs against the 1/92.Let’s assume that defensive fire was unsuccessful. The French declared that the Lead Unit for the attack will be the 54 Ligne and therefore the QF used for the French will be 8 (if it had chosen the 10/7/4 with D’Erlon, the result would have been the same as D’Erlon’s leadership would have enhanced by 1, the QF of 7 of the Lead Unit in his hex. Note that D’Erlon cannot enhance the 54 Ligne because he is not in its hex). The DRM for terrain will be +4 for the fortified farm. The DRM for the QF will be -1 as the French have an 8 and the defender a 7. The relative size DRM is -5 because the French have 30SiPs attacking in melee (artillery factors do not count in melee and leaders only affect the QF) versus 4 for the Allied. This is more than 7/1 odds but the DRM cannot be below -5 (7/1 is treated as 5/1). There is no routed unit penalty, no encirclement (Even if one French unit would have been in 2818, a unit in a fortified farm cannot be encircled), no demoralization (neither formation has lost more than 50% of their combat units) and there is no mixed formation penalty.The final DRM is then; +4 -1 -5 = -2. The French player rolls 7-2=5. The melee result is a QFT1. The Allied player with QF=7 rolls the dice and adds 1. If the roll is 2 to 6, there is no effect as the test would be passed. But even if a 7 or 8 had been rolled, because the defender is in a fortified farm, there is no required retreat (and therefore no need here to lose one step to stay in the hex). If 9 or more is rolled, the 1/92 must make an initial rout move (exiting the farm from hex 2817 which is the only hex not in EZOC).

14. RETREAT AND ADVANCE14.1. RETREATRetreat is mandatory when it is the result of fire or melee combat, and a Lead Unit adjacent to an enemy combat unit misses a QFT by 2 or less. In this case, all units in the hex must retreat ONE hex, unless the lead unit loses one additional step.Note that if a fire or melee combat result would have eliminated the Lead Unit, this additional step penalty must be taken (or “paid”) by another unit in the stack.Retreats are done in priority toward the unit’s supply hex. If there is no available hex with enough stacking capacity, the retreating stack can move further until a legal hex is reached. The retreating stack retreats as one and cannot split.If there is no available path for the retreating stack, it is destroyed.

14.2. ZOC AND RETREAT/ROUTInfantry, foot artillery and Leader units cannot retreat into EZOC, unless the hex is already occupied by another friendly combat unit. Cavalry and Horse artillery units can retreat into an EZOC that is not occupied by a friendly combat unit, but one unit of the retreating stack loses a step (owner’s choice).Routed units (even cavalry units) cannot rout into EZOC, even if the hex is occupied by friendly units. Leaders in a routed stack must move with the stack. If the stack is eliminated because it cannot be retreated, roll for Leader capture [see 20.2].

14.3. ADVANCE AFTER COMBATAfter a melee combat resolution, if all defenders have vacated their hex, the attacker:

• Must advance all cavalry units that participated in the attack up to the stacking limit (owning players’ choice but the Lead Unit must be selected if it is a cavalry unit). Two different attacking hexes may provide advancing cavalry if needed to reach the stacking limit. Pursuit may happen [see 17.3]• May advance only one infantry unit (any attacking infantry). Cavalry units will advance first and might saturate the stacking limit, preventing the infantry from advancing into the hex.• Only activated leaders or commanders in an attacking hex may advance.• Must advance (even non-activated) leaders that would remain alone in the starting hex.

Artillery units (foot and horse) never advance after combat. The defender never advances after combat.

15. INITIAL ROUT MOVEA Lead Unit testing its QF and failing the modified level by MORE than 2 is considered routed together with all other units in its hex. Put a routed marker on top of the routed units/stack. Routed units have no ZOC. They cannot fire during any segment or attack in melee combat. If there is one routed unit in a stack, that stack may not declare melee combat. A routed unit cannot be chosen as the Lead Unit, if there is a non-routed, non-artillery unit in the same hex. Routed cavalry cannot retreat before combat. When attacking a hex containing a routed unit, the attacker receives a -2 DRM on the melee DR.When attacking a stack in melee that contains only routed units, ignore all adverse results for the attacker.Example:A French infantry unit with a QF of 7 is fired upon. The result is QFT1. The unit rolls a DR to check QF. With QFT1, the unit requires a 7-1=6 or lower to pass the test. A 7 or 8 is a failure and if adjacent, the unit must retreat (or lose one step); if not adjacent it may choose to retreat. A DR of 9 or more is a rout.A routed unit/stack immediately moves 3 hexes away from its hex and toward its supply hex. A routed stack cannot split and must execute its initial rout as one stack. This initial rout path cannot enter an EZOC even if occupied by friendly units. The final hex must be closer to the supply hex than the starting hex. If no path is available, the routed units are eliminated. Leaders and Commanders in the hex must follow the routed units if a path is available. If no path is available and the stack is eliminated, roll for Leader capture [see 20.2].Routed units must move further in order to avoid over stacking. If routed and non-routed units are mixed in a stack, place the non-routed units on top of the rout marker and routed units below.

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I 1I 1

54 Ligne54 Ligne

10 4810 48

1I

105 Ligne

10 47

2I

19 Ligne

10 47

5 91/92

4 47

I 4

9/6

4 37

I

D'Erlon

1

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Once the initial 3 hex rout move has been completed, the routed units cannot move through the normal movement procedure until rallied, and cannot be activated to move, fire or melee. Leaders stacked with routed units can activate, leave the hex and move normally.Routing contagion check for crossed hexes: Whenever a routing unit/stack of infantry or cavalry unit(s) moves through (and not only into) a friendly stack during the initial 3 hex rout move, the latter must pass a QFT. Only its Lead Unit performs the test and if failed by more than 2, the entire stack also routs and executes a 3 hex initial rout move. There is only one routing contagion check per segment per stack, even if several routed stacks passed through a single hex and could have triggered more routing contagion checks.

16. ROUT PHASEDuring the rout phase at the end of a turn, all units from both sides that are under a rout marker perform a special rout move (French player first).Routed units move at their normal movement allowance (so a stack with different kinds of units might split in this phase) and must comply with the stacking limit at the end of their move.There is no routing contagion check triggered during this phase and routed units may move through or into non-routed stacks.The routed units must move toward their supply hex, through the fastest path possible. When routed units enter the supply hex, remove them from play, they are eliminated; they will count as 50% of the victory points awarded for units eliminated.Note: Players may want to put these units upside down on the unit displays in order to record the fact that they were not fully destroyed.

17. CAVALRY SPECIAL RULES17.1. COUNTER CHARGEThere are two kinds of counter charges for cavalry units. One is used against adjacent attacking units in place of opportunity fire, if the cavalry has not been targeted in melee combat and is adjacent to an enemy stack which has declared melee against an adjacent hex. The other is used against enemy cavalry that moves into a ZOC of a cavalry Lead Unit which is not adjacent to another enemy combat unit. If one stack decides to counter charge, all available cavalry in the stack must commit to the attack. If the counter charging units are routed, all units in their initial hex must perform an initial rout move with them.For both types of charges, the counter charging units must pass a QFT [DR<= QF].Use the Lead Unit QF of the counter charging stack or the best QF among cavalry units in the hex if the Lead Unit is infantry, in order to proceed with the counter charge. If they fail (even by more than 2) there is no effect, other than a failure to perform a counter charge. If the test is passed, select one Lead Unit among the counter charging cavalry.

17.1.a Versus adjacent activated units:When a hex contains cavalry unit(s) that qualify for opportunity fire, then those cavalry units may counter charge [see 13.1.a].The counter charge will be executed instead of opportunity fire (so if both infantry and cavalry are stacked together and qualify for opportunity fire, only one option is available). In this case, the counter charge is resolved as a melee combat between the counter charging cavalry and the one hex containing the activated enemy

unit(s). There is no defensive fire from the enemy hex and no enemy opportunity fire is triggered by this counter charge. All melee combat rules apply but only cavalry units, commanders and eligible officers can participate in the counter charge. Only one counter charge can be launched from a single hex in a given segment. If several hexes are allowed to counter charge a single attacking hex, it is resolved as one melee combat. Example:

Milhaud

9 1

Milhaud

9 1

Milhaud

9 1

I 4

9/6

4 37

I 4

9/6

4 37

I 4

9/6

4 37

5Picton

8 1

5Picton

8 1

5Picton

8 1

5Picton

8 1

5Rogers

5 37

5Rogers

5 37

5Rogers

5 37

5Rogers

5 37

2 stacks of Picton’s 5th Division in 2719 and 2619 declare a melee attack on a French stack in 2620. But there is a stack of Milhaud’s heavy cavalry in 2519. As nobody is attacking the cavalry, it is eligible to counter charge the stack in 2619, which will not be able to use defensive fire against the French horses. Whatever the result, the French stack in 2620 can still use its defensive fire if the attackers remain in the hex after the counter charge.

17.1.b Versus moving enemy cavalryWhen activated cavalry moves into the ZOC of a non-active cavalry unit(s) that is not yet adjacent to an enemy combat unit, the non-active cavalry may immediately counter charge those units in the just entered hex.Resolve immediately as a normal melee combat with the counter charging units as the “attacker”. No defensive or opportunity fire is possible. There is no limit to the number of counter-charges that can be triggered this way.In both cases, normal advance after combat rules apply for the victorious cavalry that have counter charged, but no pursuit can be executed after a counter charge [see 17.3].

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17.2. CAVALRY RETREAT BEFORE COMBATCavalry retreat before combat can happen in two instances:

Ƿ If a unit/stack without cavalry moves adjacent to a stack containing only non-routed cavalry and/or horse artillery units, which were not previously adjacent to an enemy combat unit. The decision is taken immediately when the stack moves adjacent.

Ƿ If a stack containing only non-routed cavalry and/or horse artillery units is attacked by a lead infantry unit. This decision is taken immediately after melee declaration and before opportunity fire/defensive fire (which they will not be able to do if they opt for retreat before combat, as retreat before combat takes place prior to opportunity fire/defensive fire).If the option to retreat before combat is selected, the retreating cavalry/horse artillery units must retreat two hexes away (apply the normal retreat rules [see 14] but for two hexes instead of one). If retreat is impossible, the units cannot use the retreat before combat option. Note that cavalry and horse artillery units can retreat before combat into EZOC with a one step penalty per EZOC entered. Roll a QFT DR for each stack with Horse artillery unit(s) that has retreated before combat:

• If passed or missed <=2: no effect.• If miss>2: one Horse artillery unit loses one step.

The units that declared melee against the retreating cavalry may advance into the hex, adhering to the advance after combat rules. They cannot declare another melee during this activation phase.The stack that generates a cavalry retreat before combat while moving adjacent may continue to move and potentially create another retreat before combat situation with the same stack two hexes further away.Leaders alone or stacked with cavalry/horse artillery units can retreat before combat in the same way as described in this section.

17.3. CAVALRY PURSUITWhen a cavalry unit or stack advances after combat, the Lead Unit (or the best QF cavalry unit if the Lead Unit is infantry) makes a DR. This DR may be modified by an active Leader in the hex.This result is compared with the cavalry’s PF which depends on its nationality. It is successful if the result is lower or equal to the pursuit factor.

Pursuit factor table

France and allies1800-1812 81813-1815 7

United Kingdom 5Coalition (excluding UK) 7

If successful, the active player may choose to perform a pursuit combat. If failed, the stack MUST perform a pursuit combat. This pursuit melee combat is executed during the cavalry pursuit segment after all initial melees have been resolved.All cavalry units in the pursuing stack must then participate.If several pursuits are generated, the active player decides which one to resolve first. The advancing cavalry (only) may attack any one enemy hex adjacent to it. There is no combined attack option. All eligible opportunity fire/counter-charges and defensive fire are resolved as normal before this new melee combat is executed. There is no additional cavalry pursuit segment even if a cavalry stack again advances after combat.A cavalry unit or a cavalry stack which executes (willingly or not) a pursuit into clear terrain, must perform melee combat if it is still eligible to attack after defensive fire (no melee opt out in this case).

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Countercharge example

The 3/6/8 Cos will not risk entering Hex C as the 10 Cuir could counter charge him at a very favourable DRM (+4 DRM due to the quality differential). The 3/9/6 and 6/10/6 Austrian Cuirassiers stack is a better match. They can spend 3MPs to prepare for the attack and then move to hex A. Note they can also pick-up the 4/6/8 Cos on their way and increase the size of the attacking force without losing the prepared attack status, and prevent the 10 Cuir from counter-charging the 4/6/8 alone in Hex A. In any case, as soon as the two Austrian Cuir units enter hex A, if the 10 Cuir decides to stand still, the other two weaker units could enter hexes A, B or C without risking a counter charge, as the 10 Cuir would already be adjacent to an enemy combat unit.

Cav prepared

attack+2

RC Hpl

10 Cuir

3 610Gla5C

Cos Gordeiev

3 86

Gla5C

Cos Isa/Den

4 86

Web5C

Kaiser CR 1

6 610

Car5C

Lothin CR 6

3 69

B

AC5

43

6

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17.4. CAVALRY PREPARED ATTACKSWhen a lead cavalry unit is selected in a melee attack, there is a +2 DRM to the melee DR unless:

a) this unit did not start its movement during the current activation phase adjacent to an enemy combat unit AND

b) the Lead Unit spent 50% of its MP allowance (rounded down) this turn, in the starting hex, before entering a new hex.

This simulates the time it takes for a cavalry formation to properly align and prepare an organized charge.

Example: A 7MP light CAV unit using IM has 4 MPs this activation and must spend 2 additional MPs in its starting hex to qualify for a cavalry prepared attack. A cavalry pursuit attack can never qualify for a cavalry prepared attack and will always get the +2DRM to melee resolution.A cavalry counter charge attack is always considered a prepared attack.

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Prepared attack example

The French reserve cavalry will attack a lone Austrian regiment. The three cuirassiers units are within Command Range and the attack complies with their formation’s current orders. They have 6MPs for this activation phase. The 4 Hussard is out of Command Range and will require an IM. Under orders units move first. The 10 Cuirassiers expends 3MPs within its current hex to prepare for the attack (50% of its movement allowance this activation); it can then be marked with a “prepared attack” marker (use of markers is optional, but can be helpful to remind players of a unit’s status).The 11 Cuir is too far away from its target to spend the required 3 MPs in his starting hex and also move to attack. Therefore it simply expends 4 MPs to stack with the 10 Cuir in hex A. The 5 Cuir would be close enough to the target to spend 50% of its MPs and still move to attack, but as it is starting adjacent to an enemy combat unit, it cannot prepare for this attack.

The 4 Hussard rolls for IM and gets a 7. It can then use IM during this activation with 4MPs. 2 MPs (50% of this activation total movement allowance) are spent in its starting hex to prepare for the attack. The two remaining MPs are then used to reach the target. The French player attacks from the three hexes (potentially claiming an encirclement bonus if the remaining attacking units in hexes A and C execute the melee after defensive fire). The French player selects the 10 Cuir from hex A as the lead unit for this attack. The fact that the 11 Cuir was not able to prepare for this attack has no impact, if the 10 Cuir (which did prepare for the attack) can remain the lead unit. Hexes B and C are also involved in the attack and whatever their status, the overall attack will not suffer the +2 DRM for an unprepared cavalry attack because 10 Cuir is the lead unit. If after defensive fire, the 10 Cuir has been eliminated or missed a QFT, hex A may no longer attack and the French would need to select either the 5 Cuir (a QF 10, with a +2 DRM penalty for an unprepared cavalry attack, equivalent to a QF of 8) or the 4 Hussard (QF 8, Prepared attack) as the lead unit.

segment 7.3.e ? pas indi-qué

RC Klm

4 Hussards

3 88

RC Hpl

10 Cuir

3 610

RC Hpl

11 Cuir

3 610

RC Hpl5 Cuir

4 610

4C Jck

Beaul IR58

6 36

Jck4C

Czartor IR9

6 36

Cav prepared

attack+2

2

3

4

A

B C

Cav prepared

attack+2

3

4

5

63

4

2

1

2

3

1

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Eagles of France

17.5. CAVALRY FATIGUECavalry fatigue DRM: When a lead cavalry unit is attacked by an enemy cavalry Lead Unit in melee, there is a -2 DRM to the melee DRM if the defending cavalry was already adjacent to an enemy combat unit at the start of the movement segment of the current activation phase.Markers « cavalry fatigue » can be used as a reminder between the beginning of an activation and the resolution of combat if needed. The -2 DRM is never applied to a counter charge attack.

Example: Kaiser CR is activated and has 6 MPs available. It is going to attack the Grenadiers à Cheval of the French Imperial Guard. The Kaiser CR is at a prepared attack distance as it can spend 3 MPs in its starting hex (50% of its available MPs) before moving adjacent to its target. As the Grenadiers à cheval were already adjacent to an enemy combat unit at the beginning of the activation they are considered “fatigued”, and therefore when the Kaiser CR attacks, there will be an additional -2 DRM applied to the melee DR (so the final DRM will be -2 for size, -2 for fatigue, +2 QF, for a total DRM of -2).

17.6. EMERGENCY DEFENCE OPTION VERSUS CAVALRYIf a lead infantry unit is attacked by a lead cavalry unit, it can attempt an emergency defence QFT. To attempt an emergency defence option, the lead infantry unit must:

• not be in defence order.• not be adjacent to another hex with a lead enemy infantry.

This QFT is done during the defensive fire phase and replaces the defensive fire combat. If the QFT is passed by the Lead Unit of the defending hex, there will be a +2 DRM applied to the following melee DR. If the QFT is missed, there will be a -2 DRM is applied to the following melee DR.The defending stack will be considered in “defence” [see 11.1.b] until the end of the current activation phase. Emergency defence option cannot be use against a counter charge.No emergency defence roll is possible if there is more than 20 Size points in a hex AND more than one combat unit.

WtgRW

Hus Marioup

7 87

WtgRW

Hus Pavlog

877

VrpRW

Dr Tver

6 78

GdGd Italienne

57 10

Example: The French Italian Guard is not in defence order. Both Russian stacks are activated. The Dr Tver stack and the Marioupol Hussars move and encircle the Italian Guard. Both stacks declare melee (which qualify for a prepared attack). The Italian Guard may either perform defensive fire or an emergency defence (not both). Firing seems uncertain and if failed, the attacking odds might be too dangerous (+2 for QF, -2 size, -1 cavalry vs infantry not in defence in clear terrain, -2 encirclement, for a total of -3). The Italian Guard decides to roll for an emergency defence order.The DR is 8, which is a success. The melee DRM will then be -2 for size (20 vs 7), + 2 for QF, +0 for terrain, +2 for emergency defence = +2 final DRM. Note the DRMs for encirclement and for cavalry attacks vs infantry in clear terrain, do not apply as the target is now considered in defence order. If the DR had failed (11 or more), the melee DRM would be -2 for size, +2 for QF, -1 for terrain (cav vs inf not in defence order in clear),-2 for encirclement, -2 for an emergency DR failure = -5 DRM.

17.7. CAVALRY FLANKING ATTACKSIn a “Cavalry Flanking Attack”, the cavalry SiPs are doubled for the size DRM calculation. A cavalry flank attack is achieved when a cavalry Lead Unit (and all cavalry units attacking with it) attacks in melee combat a lead infantry unit in clear terrain which:

a) was already adjacent to a stack with a lead enemy infantry unit at the start of the movement segment of this activation phase and

b) is still adjacent to a stack with a lead enemy infantry unitc) is not in defence order. (Note that an emergency defence

order cannot be claimed by the defenders as per case b)A cavalry Lead Unit (and all cavalry attacking with it) always qualify for a flanking attack bonus when counter charging a lead infantry unit [see 17.1.a].

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GdGrenadiers b

6123

DepGd

Gds du Crps

8 610

Web5C

Kaiser CR 1

6 610

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Eagles of France

17.8. CAVALRY ATTACKING TOGETHER WITH INFANTRYWhen a lead cavalry unit and friendly infantry engage an enemy stack containing only cavalry/horse artillery units in melee combat, the infantry SiPs can be counted in the size DRM. However in this case, the enemy stack may retreat before combat. When a melee attack includes both infantry and cavalry units (not only lead units) the QF of any attacking cavalry unit is capped by the best QF of the infantry units.

VrpRW

Dr Tver

6 78

III Cfr

30 Ligne a

7 48

III Cfr

13 Léger a

7 59LL

V 2D

10-11 Dragons

4 79

A

BC

Example: The three French units are activated and will move to attack the Russian cavalry unit.If the infantry unit moves first into C, the Russian cavalry will have the opportunity to retreat two hexes. If the 10-11 Dragons enters A first, the Russian cavalry cannot retreat (but could try a counter charge). Let’s assume the 10-11 Dragons has pinned the Russian cavalry and that the two other infantry units have moved into B and C respectively. The three units declare a melee attack versus the Russian cavalry. If the Lead Unit is an infantry unit, the Russian cavalry could retreat before combat. If the Lead Unit is the 10-11

Dragons, the Russian cavalry cannot retreat before combat.Also, if the French player decides to count the infantry SiP into the attack, the Russian cavalry will have the option to retreat before combat.If combat including infantry occurs, the QF value of the 10-11 Dragons is capped by the best QF among the infantry units (here the 10-11 Dragons can retain its “9” because there is a “9” QF infantry unit).

18. SPECIAL RULES18.1. TACTICAL CARDSAt the beginning of the game, after sides have been decided, place all of the tactical cards available for the battle on the table so that they are visible to both players.The French player selects a card first, then each side alternates until all tactical cards have been chosen.Each side can play up to one tactical card per turn. Each tactical card has a special effect that is applied immediately. Each time a card is played, it is given to the other player who will have the option to use it starting on the following game turn. A player is never forced to play a card and therefore can effectively “freeze” the use of any card by just keeping it unplayed. Cards take precedence over the rules (for example, the last push allows you to activate a formation three times during a turn).Example (“Waterloo 1815: Fallen Eagles cards”): At the beginning of the game, the players select their tactical cards. The French player goes first and choses #8 (No more ammo), then the Allied player choses #1 (Avoid fate) and so on, until all 10 cards are allocated. Then during play, when the French player attacks Hougoumont, he rolls a very lucky “2”. The Allied player decides to play “Avoid fate” and a new DR must be made. The “Avoid fate” card is then given to the French player. It cannot be played again this turn. The Allied player cannot play any other card in his hand for the rest of the turn.

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Cavalry Flanking Attack Example:The Russians units are activated. The two French units are not in defence order and are in clear terrain. The 13 Léger is adjacent to an enemy infantry unit at the start of the activation phase. If the Dr Tver moves to attack 13 Léger and a Russian infantry unit (here the 5 Jäger) is still adjacent to it during combat resolution, this would qualify for a flanking attack bonus. The Dr Tver would attack as a 12 SiP cavalry unit. Note that the Russian infantry is not obliged to be part of the attack; it only needs to be adjacent. If the Dr Tver moves along the dotted line to attack the 30 Ligne while the Russian 6 Jäger supports the attack from the other side, there will be no flanking attack bonus as the 30 Ligne was not adjacent to an enemy infantry unit at the start of the current activation phase.

RW Dol

5 Jäger b

7 37LL

DolRW

6 Jäger

4 37LL

III Cfr

13 Léger a

7 59LL

III Cfr

30 Ligne a

7 48

VrpRW

Dr Tver

6 78

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Eagles of France

19. MORALEIf a formation has lost over 50% of its units, it is considered demoralized (in number of units, leaders count as two units). Demoralization levels are checked during the final segment of the End of Turn Phase. Do not count reduced or on map routed units but only eliminated units (units eliminated from play during the game and routed units that have reached their supply hex). Rally attempts for units of a demoralized formation suffer from a +3 DRM. Melee attacks by demoralized units suffer a +1DRM. All units belonging to a demoralized formation lose 1MP from their MP allowance.Note: We suggest players place destroyed units on the order of battle display to have a quick view of each formation’s losses.

20. SPECIAL EVENTS20.1. FIRE/MELEE EVENTSRandom Special Events are triggered by a specific (unmodified or “natural”) DR of 2 when firing and 2,3,4 and/or 10,11,12 when resolving melee combat.

Ƿ Fire resolution: On an unmodified DR of 2, there is a chance that a Leader present in the hex being targeted  is wounded or killed.

Ƿ Melee resolution: On an unmodified DR of 2, 3 and 4 (defender affected) or 10, 11 or 12 (attacker affected), there is a chance that a Leader which has been declared as “engaged” (if present) might be wounded/killed or that a flag has been captured.

When such a DR occurs, immediately, before resolving the fire or combat effect, roll another DR and consult the “Random Special Events Table”:

Random event DR

Trigger: 2 on a Fire DR (*)

Trigger: 2,3,4 (d) or 10,11,12 (a)

on a Melee DR (**)

2 Leader killed Leader killed + Flag capture

3 Leader killed Leader killed

4 Leader wounded Leader wounded + Flag capture

5 Leader wounded Leader wounded6 No effect Leader wounded7 No effect No effect

8+ No effect No effect

(*) Only one Leader in the hex is affected. Otherwise random selection.(**) Only engaged Leader may be affected.

20.2. LEADER CAPTURE / CASUALTYWhen a Leader is (severely) wounded, captured or killed, use the appropriate marker to record his new status. It is considered a “7” initiative and “0” leadership until the end of the game. In each case, the Leader has been replaced by his staff (and evacuated in case of a wound). A Leader cannot be wounded/killed or captured again later in the battle and if eligible for capture again, is instead placed on the nearest non-routed friendly stack of units.Stack elimination: Whenever a Leader is alone in a hex after ALL units have been eliminated (by combat or because they were unable to retreat), there is a chance of capture. Roll an initiative DR for that Leader with a +2 DRM. If the initiative roll fails, the Leader is captured. If it succeeds, place the Leader on the nearest hex containing non-routed friendly units.

Alone in a hex: Whenever a moving enemy unit enters a hex occupied by a Leader alone in a hex, there is a chance of capture. Roll an initiative DR for the Leader with a -3 DRM (a 12 is always a failure).

• Success: Place the Leader on the nearest non-routed friendly stack of units.• Failure: The Leader is captured.

Use a “captured” marker on a Leader that has just been captured and put its counter (which simulates now his staff and second officer) on the nearest friendly stack.Effect of a Leader casualty: A wounded / killed Leader counter is marked with a “wound” or “killed” marker (only severe wounds are taken into account and in both cases the Leader will not be able to operate for the remainder of the day). The only difference will be a lower level of victory points awarded to the enemy for a wounded Leader, versus a killed or captured Leader (see the scenario’s Victory Conditions in the Playbook).

20.3. EFFECT OF FLAG CAPTUREThe number of “trophies” captured by each side is taken into account and yields victory points. In the game, these trophies are represented by flags. Players may use flag markers to account for flag capture. Flag capture after unit elimination. Flags may be captured when a routed unit is destroyed in melee combat (directly by losses or because of retreat in EZOC). Roll one DR for EACH infantry or cavalry unit eliminated. One flag is captured on a DR equal to or below 3 (Subtract 2 from the DR if the routed units are not stacked with or adjacent to any one non-routed unit from the eliminated unit’s side at the instant of their elimination).

21. WEATHERBy default, weather conditions are fair and all of the rules apply without weather impact. Specific cards or scenario options may also affect weather conditions.

Ƿ If the ground condition is “mud”:• all units have their movement factor reduced by 1.• all artillery fire (except for adjacent target) suffer an additional +1DRM. Ƿ If the weather condition is “storm”: • end of turn levels are decreased by 1. • all artillery fire suffers an additional +1DRM (except for adjacent fire and the DRM is not cumulative with mud, if the mud condition already exists).• cavalry melee combat does not receive a -1 DRM for attacking in the open. Ƿ If there are two consecutive turns of storm, or more than 3

turns of storm in a day, the mud condition will occur for the next 5 turns.

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Eagles of France

22. FOG OF WAR22.1. STACK INSPECTION (TACTICAL FOG OF WAR)The opponents cannot fully inspect enemy stacks. Only leaders, artillery units and the Lead Unit can be examined by the opponent player unless the opponent has combat units adjacent to the stack at the beginning of any segment.

22.2. HIDDEN UNITS (STRATEGIC FOG OF WAR)This rule is used in certain battle scenarios (see Playbook).If this rule is used, at the beginning of the game, a formation is only represented on board by its officer’s counter, which is flipped over in order to hide its identity. The movement point allowance is indicated on the back of the Leader counter. This counter calculates terrain cost at the rate of the slowest unit in the officer’s formation. All other rules apply (and strategic movement is possible [see 7.4.a]). Both players can use up to 2 “decoy” counters associated with each formation. These decoys counters move at the same time as the “real” hidden unit. Two hidden counters representing any formation cannot stack in the same hex unless for initial placement.In the same way, commander counters are placed face down together with 2 “decoy” counters associated with each of them.Each scenario will indicate the visibility range (VR) which is calculated in hexes. In order to see another unit, a unit must be within the visibility range and have a line of fire of that range to the other unit.

Spotting: As soon as an enemy unit (hidden or not) could theoretically have a line of fire at the current visibility range to a hidden unit, all hidden units are revealed. If the spotter is a hidden unit, it is also revealed. Spotting can happen at any time during an activation phase, from units of both sides, activated or not, hidden or revealed. A spotter is always also spotted.Spotting can occur when the spotter is activated and moving toward an enemy unit (hidden or not), as well as when an activated enemy unit (hidden or not) moves toward the spotter. In scenarios where the visibility range changes from turn to turn, spotting can also happen simultaneously at the beginning of the first activation of a turn.Revealing units: If it is a decoy counter, remove it permanently from the game. If it is a commander, place it in the spotted hex. If it is a formation Leader, place at least one unit from that formation in the spotted hex and all other units from that formation in hexes which are at the same time:

• within four hexes of the spotted hex, • at least one hex further away from the enemy unit that revealed the formation (even if it was a decoy), • at least two hexes away from any other enemy unit(s),• no further away (in hexes) from the nearest friendly supply source.

If no legal placement hexes are available to fully deploy the formation, place the remaining units in any hex which is adjacent to a friendly combat unit and not adjacent to an enemy unit.

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© 2017 Hexasim SARL

Example: Visibility range is currently 3. Before movement there are no enemy flags that are both within LOF and VR (A and D are within VR but have no LOF. B and E could have a LOF but are beyond VR).

The French player activates the Guard. The French player moves B (an Imperial Guard FOW’s flags with a 3 MP allowance) and moves to H. As soon as B enters H, E is within VR and has a LOF to H (this is always reciprocal). Movement is interrupted. Both players reveal their flag. The French flag B is a decoy and so is the Russian flag E. Both flags are removed from the game.Then the French player moves flag A to H. Nothing happens as the Russian flag E has been removed and flag F is still four hexes away. Flag D is three hexes away but has no LOF to H. The French player then expends another MP to enter X. In this case, flags A and F are revealed. F is another Russian decoy, but A is the real Imperial Guard. The French Imperial Guard must deploy immediately and at least one unit must be deployed in hex X. Then, the rest of the formation including the Leader must be:1/ within 4 hexes of hex X 2/ at least one hex further away from F (which means here at least 4 hexes away from F) and at least two hexes away from any enemy unit.3/ and at the same distance or nearer to the French supply hex (which we assume is in 1).All shaded hexes are legal for deployment. For example, no deployment is possible in hex I because even if it is further away from F, and within 4 hexes of X, it is further away from the French supply hex.

Once the French units are placed, F is removed from play. After the French deployment, D is now within VR and has a LOF to a French unit. D must be revealed immediately. It is the end of the French Imperial Guard’s movement, even if the unit has MPs remaining. As the real flag of the Imperial Guard has been revealed, the French Player must remove from the game the last one on the board in hex C.

1

AG33

AG33

2C3

2C3

2C3

2C3

H

FE

D

C A

B

G

GdChasseurs a

7 511LL

GdChasseurs a

7 511LL

GdGd Italienne

57 10

GdGd Italienne

57 10

GdGd Italienne

57 10

GdChasseurs

94 10

GdChasseurs

94 10

GdChasseurs

94 10

GdGrenadiers a

64 12

GdGrenadiers a

64 12

GdGrenadiers a

64 12

Bessières

9

X

D

G

I

X

GdImp3

GdImp3

GdImp3

CGdImp3

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Eagles of France

The formation’s Leader is now visible to all and can be placed on any unit of its formation. Revealing units is a simultaneous process but the active player will deploy on the map first.If the on-map deployment of any formation puts a unit within spotting range of an hidden enemy unit, reveal the newly spotted unit after the formation has completed its deployment.If a moving formation is revealed during movement, it cannot move further after deployment on map and will lose unused MPs for this activation.Several hidden units can be revealed at the same time if a unit advances toward them.Any formation or Commander may be voluntarily revealed and deployed at any time during the turn (even if a non-active player).When a formation or commander has been revealed, remove the remaining decoy counters of this formation or commander from the game immediately.

- OPTIONAL RULES -23. FACINGNote: Facing is not explicitly simulated in the game. At this scale, we believe that QF and DR are simulating what each regiment/battalion officer is choosing to do in a given situation. Also, the encircled DRM takes into consideration the weakness of a unit surrounded by enemies. However, for players wishing to simulate this in another manner, apply the following rules changes:The encirclement DRM no longer applies. There is one facing per hex, indicated by the combat unit on the top of the stack. There are four “front” hexes and 2 “rear” hexes. When a unit is attacked in melee combat from a “rear” hex, apply a -2 DRM to the melee combat (not cumulative if attacked from both rear hexes). Artillery units that fire from their “rear” hex have a +2 DRM applied to the fire DR. Infantry units that fire from their “rear” hex have +1DRM to fire.Target hexes which are fired upon from the rear hexes have a -1 DRM.Facing can be changed whenever a stack is able to move or advance.If only routed units are in a hex, they have only rear hexes in all directions.Units in defence order or in town/village/fortified farm/major building have no rear facing.

3I

46 Ligne

9 47Front

Rear Rear

Front

Front Front

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